Operators
Spoiler
- Corrupted Operators
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Excerpt from TranStar Security Records Incident report #1258-011835 Classification: Equipment Malfunction Reporting officer: Patricia Wang
Incident summary: I was called to the scene by Carlos Popinga, who requested assistance with another haywire Operator near the Arboretum lift. Popinga explained that he had been sent to fix the main lift, which had been malfunctioning. He claims his Engineering Operator upon approaching the lift became hostile when Popinga attempted to deactivate it. I used an EMP Charge to neutralize the Operator. Popinga was sent to Trauma with severe burns.
The engineers down in Hardware Labs have already checked out the Operator. They tell me it's been physically rewired and completely reprogrammed, just like the last four cases. This looks like sabotage to me.
MORGAN'S NOTES: Corrupted by some sort of Typhon ability. Will try to incinerate you at close range. Keep away. Either freeze in place with GLOO or knock out with EMP. Metal body shrugs off most rounds.
PETER'S NOTES: Corrupted by the Typhon Technopath. Will try to incinerate, electrocute, or laser you, depending on the variety. Metal body shrugs off most rounds. Best bet is to hit them with EMP or other electrical attacks.
Weaknesses: EMP Stun Electric
Immunity: n/a
Scannable Powers: n/a
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- Medical Operator - Pyramid 490
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Excerpt from the TranStar Operator Brochure
A vast anatomical database coupled with a top-of-the-line compact surgical toolset makes the TranStar Pyramid 490 medical class Operator the finest in automated healthcare, rivaling even the most skilled surgeon. Patients concerned with safety and privacy can also rest assured. With its patented Panacea Governor technology, the TranStar Medical Operator is programmed to be minimally invasive and fully discreet.
This latest iteration in TranStar technology also boasts an increase 98.2% diagnosis accuracy rating as well as the introduction of a "bedside manner" protocol designed to improve rapport with patients.
MORGAN'S NOTES: Most medical facilities on station have these in the operator dispensers. Can handle just about any trauma. If only they didn't tell stupid jokes.
PETER'S NOTES: I love these things. They top up my health, and they got a pretty good sense of humor, too. Can call them up from Medical Operator dispensers.
Weaknesses: Electric EMP Charges Explosive Melee
Immunity: Psychic Nullwave
Scannable Powers: n/a
Extra: Fully restores total HP and cures negative status conditions such as radiation sickness, broken bones, drunkenness, grave injuries, moderate injuries, light injuries.
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- Engineering Operator - Kobold 410
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Excerpt from TranStar Operator Brochure
Designed with precision craftsmanship for the dangerous vacuum of space, few utility robots can measure up to the TranStar Kobold 410 Engineering Class Operator. Equipped with two GenSENSE manipulators and a swappable utility arm with a full array of tools, there's little the Engineering Operator can't fix.
For more heavy duty work, each Engineering Operator comes standard with industrial-grade OMNI navigational systems capable of deftly maneuvering cargo containers in zero-g environments.
MORGAN'S NOTES: Can be found wandering the station, especially on the lower decks. Good for patching up holes in my suit.
PETER'S NOTES: Good for patching up holes in my suit. Can be summoned from dispensers around the moonbase.
Weaknesses: Electric EMP Explosive Melee
Immunity: Nullwave Psychic
Scannable Powers: n/a
Extra: Fully restores Suit Integrity
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- Science Operator- Sybil 495
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Excerpt from TranStar Operator Brochure
In the world of scientific progress, nothing is more important than accuracy and safety. This is why all TranStar laboratories are equipped with Sybil 495 science class Operators.
The latest in TranStar's line of Operators, the Science Operator combines unprecedented access to TranStar's scientific databases with two highly customizable utility arms to make an unrivaled laboratory assistant.
MORGAN'S NOTES: Can be found floating around in Psychotronics. Helps restore psi potential.
PETER'S NOTES: Can be summoned from science operator dispensers. Helps restore psi potential.
Weaknesses: Electric Weapons EMP Charge Explosive Weapons Melee Attacks
Immunity: Psychic Nullwave Transmitter
Scannable Powers: n/a
Extra: Fully restores PSI points if below 75% total PSI. Also useful for conducting a large array of scientific experiments
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- Military Operator - Blackbox N-CN9
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EXCERPT FROM TRANSTAR OPERATOR BROCHURE:
The N-CN9 Blackbox Military Operator is the world's most advanced unmanned multi-role fighter. Armed with a state-of-the-art MAG-directed energy weapon and an OMNI navigation systems, the Military Operator is never short on firepower. From assault operations to security detail, the innovative Synthetic Hyperdynamic Neural Network ensures the Military Operator is quick to respond to developing and dangerous situations.
MORGAN'S NOTES: TranStar's been covering their tracks about these. Don't want to look like an arms-tech company. They're probably wired into Talos I's security system. Could track me using the station's security rosters. Might be a way to get rid of my tracking bracelet.
EXCERPT FROM TRANSTAR OPERATOR BROCHURE:
The [REDACTED] Security Operator is the world's most advanced unmanned multi-role fighter. Armed with a state-of-the-art [REDACTED] and OMNI navigation systems, the Security Operator is never short on firepower. From assault operations to security detail, the innovative Synthetic Hyperdynamic Neural Network ensures the Security Operator is quick to respond to developing and dangerous situations.
ADDENDUM: Rewrite this into a more PR friendly spiel before they go on the market. We can still deploy them on TranStar bases in the meantime. - A. Yu
PETER'S NOTES: Pretty sure I've seen these in KASMA reports. Some kind of automated military fighter. I guess TranStar was in the middle of trying to rebrand them into a more "friendly" role.
Weaknesses: Electric EMP Explosives Melee
Immunity: Nullwave Psychic
Scannable Powers: n/a
Extra: Are equipped with Q-Beam lasers. Highly resistant to bullets. Require Hacking IV whereas other Operators require Hacking III. Also capable of self-destructing if primary weapon is disabled
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- Harvester - Bullfrog 465-S
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EXCERPT FROM TRANSTAR OPERATOR BROCHURE:
As firm believers in worker safety, TranStar's Bullfrog 256-S Regolith Harvester is built to work under hazardous circumstances so a person doesn't have to. The Harvester's heavily reinforced DuraGRADE exterior is designed to withstand everything from enar molten heat to the cold vacuum of space while making extensive use of patented Recycler tech to quickly sift through lunar regolith and excavation site rubble for valuable resources.
PETER'S NOTES: Temperamental. If you so much as give them some side-eye, they'll turn on you. Heavily armored, but I think I spotted an exposed panel on their ass.
Weaknesses: Electric EMP Explosive
Immunity: Psychic Nullwave Recycle
Scannable Powers: n/a
Extra: Basically a mobile, heavily armored, Material Recycler
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- Mule
- DataVault Operator - Minerva 465
| Capable of storing massive amounts of data |
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Turrets
Spoiler
- Ballistic Turret
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EXCERPT FROM THE ENGINEERING DATABASE: Testing log #1008-010435 Product: Eradicator Auto-Turret v0.7.6 Observer: Franklin Goode
The accuracy grade for this newest turret iteration is a significant improvement over the last generation, with a marked 17% increase. The jamming issues when transitioning to portability mode also seem to have been resolved. Stability is still shit.
The Psychoscope element works well, but I recommend tuning the sensitivity down somewhat. I've received complaints from Psychotronics that some of the prototypes we sent down for testing are a little high-strung.
MORGAN'S NOTES: Easy to upgrade and repair. Base model is weak against some of the larger Typhon. Be careful around them with Neuromods. Does not like any Typhon material around.
Weaknesses: Electric EMP Explosive Melee
Immunity: Psychic Nullwave
Scannable Powers: n/a
Extra: 75 HP by default Uses Machine Gun .45 round. Internal fabricator uses synthetic material stockpile to print bullets on the fly. Can be fortified with [Repair III] to possess 200% Armor (Grants 200% bonus HP (can be further enhanced via [Summon Turret Companion III])) Deal 13 points of damage base Calibration issues adjusted, Turret will continue to fire even when knocked over/tilted. Can self-deploy/stow away at will. Built-in Psychoscope can detect Typhon, equivalent to Mimic Detection 2 Chipset. Won't target allied Typhon
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- GLOO Turret
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EXCERPT FROM THE ENGINEERING DATABASE: Testing log #1008-010435 Product: Eradicator Auto-Turret Observer: Joan Winslow
Great. Another Talos firmware update, another major bug. My babies are wound so tight now, I'm surprised they didn't fill me full of holes. It's going to be weeks before I can fix these geniuses' so-called improvements. Going to have to send a memo out warning security to avoid deploying them for the time being.
ADDENDUM: I've been fiddling around with attaching one of those GLOO Guns the eggheads on Talos sent me, and I think I might be on to something here. Would certainly make anyone who gets shot accidentally a lot more grateful with the way these turrets have been acting up.
PETER'S NOTES: Mostly a nuisance if they decide I'm an enemy, but could be pretty good for immobilizing Typhon.
Weaknesses: Electric EMP Explosive Melee
Immunity: Psychic Nullwave
Scannable Powers: n/a
Extra: GLOO cannon replacing Ballistic Turret, comparable to fully upgraded GLOO Cannon stat-wise
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- Laser Turret
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EXCERPT FROM THE ENGINEERING DATABASE: Testing log #1008-010435 Product: Eradicator Auto-Turret v0.7.5 Observer: Joan Winslow
Great. Another Talos firmware update, another major bug. My babies are wound so tight, I'm surprised they didn't fill me full of holes. It's going to be weeks before I can fix these geniuses' so-called improvements. Going to have to send a memo out warning security to avoid deploying them for the time being.
ADDENDUM: Been playing with another toy the Talos folk sent, and I finally got it hooked up to a turret. This baby puts out some nasty burns! Kinda like Karen. Hmm, maybe I'll name it after her...
PETER'S NOTES: Works a bit slow, but give it enough time and it 'll burn through the biggest Typhon.
Weaknesses: Electric EMP Explosive Melee
Immunity: Psychic Nullwave
Scannable Powers: n/a
Extra: Q-Beam replaces Ballistic Turret, comparable to fully upgraded Q-Beam stat-wise
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Chipsets
Spoiler
- Suit
- ADVENTURER’S TOOLKIT V1.X
- 'Your Game Master is proud of you! As a reward, you get the following: Increased recycler yield (+10%), Increased wrench critical hit chance, A more efficient flashlight, Crawl through tight spaces more quickly. Everything you need for a successful dungeon excursion.' - A. Foy
- ARTX PROPULSION GEN 1
- Increases the Artax Propulsion System's glide speed.
- ARTX PROPULSION GEN 2
- Adds a jet boost ability to the Artax Propulsion System.
- BACKLASH REACTOR S-P58
- The backlash ability now has a chance to return damage to the attacker.
- BATTERY OPTIMIZER IMI7
- Increases the battery life of the flashlight.
- BEAM SHIELDING (*) 19.4GHZ
- Reduces damage taken from laser attacks.
- CARE4YU S-I34000X
- Decreases the chance of trauma infliction.
- CELL REFURB 00Q-X1
- Collect more disruptor and q-beam ammunition from operator corpses. Retroactively applied to robotic corpses that already exist but have not been looted: these ammo types will appear on them when this Chipset is equipped.
- D.F.A.
- Falling on an enemy or ally will damage them.
- EMP SHIELDING (*) 19.4GHZ
- Decreases the effects of EMP damage on your suit and weapons.
- ETHERIC SHIELDING (*) 19.4GHZ
- Grants resistance to ether damage.
- FSLIDE INFBS_99
- Reduces damage sustained while sliding.
- GAME MASTER’S IRE V1.X
- 'For shame, adventurer. Your reward for taking shortcuts in the treasure hunt is as follows: Reduced recycler yield, Diminished flashlight capability, Reduced speed while crawling through tight spaces. Install this as your penance and remember valor above all else.' - A. Foy
- GROUNDING RESISTOR (*) 19.4GHZ
- Grants resistance to electrical damage.
- HEAVY GEAR OPTIMIZER CRU
- Increases movement and aiming speed while firing the GLOO cannon or q-beam.
- HEPATOCYTIC AMP S-M186
- Eliminates drunken effects of alcohol.
- IMPACT AMP S-390
- Wrench swings have a greater chance to knock back an opponent.
- IMPACT DAMPENER CRU[V1]
- Reduces damage taken from crashing during flight in zero-g.
- INTEGRAL STRUCTOR B5NM
- Morgan’s suit is more resistant to environmental hazards that degrade its integrity.
- KINESTHETIC ASSISTER CRU
- Regenerate stamina more quickly.
- LAST CHANCE COREV1
- Blows that would otherwise kill you will leave you with one health instead. This ability has a 5-second cooldown.
- LEVERAGE ASSIST CRU
- Reduces the time it takes to pick up heavy objects.
- POLYSHIELD CRU
- Grants increased protection against physical damage.
- PROWL S-6400
- Increases your movement speed while sneaking.
- RADIATION SHIELDING (*) 19.4GHZ
- Grants resistance to radiation.
- RECYCLER SHIELDING (*) 19.4GHZ
- Specialized shielding makes you immune to recycler charges.
- THERMAL SHIELDING (*) 19.4GHZ
- Grants resistance to fire damage.
- V-AMP .23
- Performing a sneak attack restores some health to Morgan.
- Psychoscope
- AGGRESSOR AMP 1337SI
- Increases the damage of all psi attacks by a small amount.
- CORAL DETECTOR 64SI
- Modifies the psychoscope to be able to scan Coral.
- CORAL PSI EXTRACTOR (*) 21.4GHZ
- Morgan regenerates psi while in contact with Coral.
- ELECTROSTATIC AMP +6QW5
- Boosts the amount of damage done by the electrostatic burst ability.
- ESP TARGETING 163XF
- Increases damage to enemies marked by the psychoscope.
- FARSCAN 002SI
- Increases the range at which Typhon can be scanned with the Psychoscope.
- FEAR REACTOR 0322SI
- Upon killing a Typhon, there is a chance to trigger a fear blast on other nearby Typhons.
- FEAR SHIELDING (*) 21.4GHZ
- Grants resistance to fear.
- GOVERNOR 1400SI
- Increases the duration of machine mind and Mindjack abilities.
- KINETIC AMP +6QW5
- Boosts damage done by kinetic blast.
- M3CHT3CH DX_2.0
- Reduces the time it takes to repair an object.
- MIMIC DETECTION GEN 1
- Allows detection of normal mimics disguised in the environment.
- MIMIC DETECTION GEN 2
- Allows detection of hidden greater mimics.
- NULLWAVE SHIELDING (*) 21.4GHZ
- Shields Morgan from the effects of the nullwave transmitter.
- OPTIMIZER (ENERGY) 00100Z
- Reduces the psi cost of energy powers.
- OPTIMIZER (MORPH) 00100Z
- Reduces the initial psi cost of morph powers.
- OPTIMIZER (TELEPATHY) 00100Z
- Reduces the psi cost of telepathic powers.
- PISTOL CRITICAL++
- Increases the critical chance rate when firing pistols.
- PSI REFLECT (*) REV609-1
- Chance to reflect a psi attack from a Typhon enemy.
- POTENTIALIZER 23-0948SI
- Increases maximum Psi pool by 50.
- PSIV-AMP .24
- Sneak attacks restore a small amount of psi.
- PSYCHOACTIVE CHARGER S-I286
- Slowly regenerate psi over time.
- PSYCHOLITIC CONVERTER =/~
- When the psi meter is empty, powers will consume the health of Morgan instead, but at an increased rate.
- PSYCHOSHOCK AMP +6QW5
- Boosts the amount of damage done by Psychoshock.
- PSYCHOSHOCK SHIELDING (*) 21.4GHZ
- Grants resistance to psychoshock.
- REACTIVATOR X2T-00
- Decreases the cooldown time of psi powers.
- SHOTGUN CRITICAL++
- Increases the critical chance rate when firing the shotgun.
- SPEEDSCAN 001SI
- Decreases the amount of time needed to complete a scan from Morgan’s psychoscope.
- SUPERTHERMAL AMP +6QW5
- Boosts the amount of damage done by Superthermal.
- WRENCH CRITICAL++
- Increases the critical chance rate when attacking with a wrench.
- ZERO POINT PSI 19-03WEOS
- You have a chance to cast a psi power for free.
- Moon Crash
- Miscellaneous
- 3_ASIC MicroMiner+ (Elite)
- Increases the amount of Sim Points earned per reward.
- Phantom Resurrection Inhibitor (Standard)
- If worn at time of death, prevents a Weaver from resurrecting your body into a phantom.
- System Defender (*) 19.4GHz
- Grants immunity to EMP and Nullwave effects.
- T1 Compressor Series O2+ (Standard)
- Increases your suit's maximum oxygen reserves and decreases the rate of oxygen consumption.
- Suit
- ARTX Propulsion Gen 1 (Elite)
- Increases the Artax Propulsion System's glide speed and adds an explosive ground slam ability.
- Care4Yu S-i34000x (Advanced)
- Decreases the chance of trauma infliction. Grants resistance to radiation. Eliminates drunken effects of alcohol.
- INTegral Structor b5nm (Advanced)
- Increases the maximum integrity of your suit and grants resistance to environmental hazards that degrade its integrity.
- PolyShield CRU[v2] (Advanced)
- Grants increased protection against physical damage and laser attacks. Backlash power has a change to return damage to the attacker.
- V-Amp .23 (Advanced)
- Sneak attacks restore a small amount of health and psi.
- B33f-E BO1 (Standard)
- Increase your maximum health. Regenerate stamina more quickly.
- CritChip Pro-10++ (Standard)
- Increases critical hit chance with pistols, shotguns, and wrenches.
- Impact Amp S-390 (Standard)
- Wrench swings have a greater chance to knock back an opponent.
- M3chT3ch dx_2.0 (Standard)
- Reduces the time it takes to repair an object. Collect more Disruptor and Q-Beam ammunition from robotic corpses. Increases the battery life of the flashlight.
- PSI Resistor (*) 19GHz (Standard)
- Grants resistance to electric, ether, fire, and psychic damage.
- PWR-Glove CRU[y1] (Standard)
- Increases movement and aiming speed while firing the GLOO Cannon or Q-Beam. Reduces the time it takes to pick up Leverage objects.
- TriathL33T S-6400 (Standard)
- Increases your movement speed while sneaking. Reduces damage sustained while sliding. Falling on an enemy or ally will damage them.
- Psychoscope
- ReActivator x2t-00 (Elite)
- Decreases the cooldown time of Psi powers. You have a chance to cast a Psi power for free.
- Optimizer 00100z (Advanced)
- Reduces the Psi cost of Energy, Morph, and Telepathic powers.
- Potentializer 23-0948Si (Advanced)
- Increase maximum Psi pool by 50. Slowly regenerate Psi over time.
- Psycholitic Converter =/~ (Advanced)
- When the Psi meter is empty, powers will consume health instead, but at an increased rate.
- Aggressor Amp 1337Si (Standard)
- Increases the damage of all Psi attacks.
- Fear Reactor 0322Si (Standard)
- Upon killing a Typhon, there is a chance to trigger a Fear blast on other nearby Typhon. Also grants you resistance to Fear effects.
- Governor 1400Si (Standard)
- Increases the duration of machine mind and mindjack abilities.
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Grav Shaft
Spoiler
- Grav Shafts are gravity elevators used to traverse Talos I.
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Looking Glass
Spoiler
- Invented by Lorenzo Calvino, Looking Glass refers to both the hardware - the thin sheet of electronic glass - and the software that brings it to life. Looking Glass displays are holographic, and can simulate depth to a realistic degree. The technology is used for communications, personal recordings, decoration, entertainment, and for experiments in the Simulation Labs in the neuromod division.
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Psychoscope
Spoiler
- Psychoscope
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The Psychoscope is a piece of technology invented by Morgan Yu to facilitate studying Typhon organisms' exotic neural maps and thus unlock the secrets to their unique abilities. Just as the skill recorder in the Neuromod Division allows human connectomes to be scanned, digitized, and shared with other organisms via neuromods, the psychoscope records Typhon ability-related neural activation patterns, uploads them to the servers, and allows them to be unlocked, downloaded, and installed via neuromods.
The Psychoscope is a helmet-like contraption which mounts a single-tube sensor with twin eyepieces, which can slide down to cover the user's eyes or push up onto their forehead when not in use. From the user's perspective, when the device is in operating position they see through a circular lens with a number of small spikes constantly moving around the perimeter, with laser-like lines forming between them. The system tags scanned targets and provides data regarding their identity, strengths and weaknesses.
The Psychoscope replaces the zoom function that Morgan previously had access to: using the zoom button after acquiring it will instead bring up the psychoscope overlay. As long as Morgan is wearing the psychoscope, any entity that they encounter and have not yet fully studied is scanned and data on them is added to a research database. Only living creatures and intact robots can be scanned. Once enough data has been accumulated for a specific organism, a new alien-type neuromod ability is unlocked.
Additionally, focusing on an entity with the psychoscope (or the previous zoom function) will mark that entity, creating a marker that shows the entity's location, name, and distance from the player. Such markers will persist after the psychoscope is unequipped and remain visible even through walls and other obstructions until either the marked entity perishes or the player passes through another section of Talos I. Markers fade with distance and disappear past 70m, but will reappear once the player comes within 70m of the entity again.
The psychoscope also has its own series of chipsets which mostly focus on improving psi powers or providing elemental resistances, though there are some other useful abilities such as being able to detect mimics while they are still disguised and improving the psychoscope's scan speed.
Equipping the psychoscope does have the disadvantage of disabling access to the weapon wheel, since the control to pull it up is used to zoom the psychoscope in and out. it also prevents the use of the flashlight, though the psychoscope has its own night-vision-like effect to compensate for this. In addition, by default the psychoscope cannot detect concealed mimics or poltergeists that are not currently attacking.
Psychoscopes also shield their users from telepaths' mind-control abilities; Trevor Young's failure to wear one in Psychotronics resulted in his succumbing to a telepath's control (and, according to the developers, being the cause of the Typhon outbreak that sets up the game). Whether or not Morgan intended psychoscopes to provide this mental shield is unknown. However, it can be noted that the doors to the main lab do not open to anyone unless they are in possession of a psychoscope. This and the presence of additional signage around the entrance to the lab insisting on the importance of wearing a psychoscope, suggest that the mental shield capabilities were deemed important enough to incorporate into the lab's security.
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Material Recycler
Spoiler
- Material Recycler
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A Material Recycler is a device used on Talos I and Pytheas that allows users to recycle any objects they can store in their inventories into raw materials. These materials can then be used for crafting items in the Fabricator.
Recyclers are large machines found throughout Talos I. The Recycler consists of a bin for material to be recycled on the left side, a central screen with a button to activate the machine and a display of what the products will be, and a bin on the right side where the raw material products are dumped after the machine has finished working. There is a conduit on the left side of the machine that may require repairing before it can be used.
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Fabricator
Spoiler
- General Plans
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Fabricators are special devices that allow the creation of items using materials found on Talos I and Pytheas.
Fabricators are essentially large 3-D printers that produce usable items from raw materials. In order to unlock production of a particular item, that item's fabrication plan must first be acquired.
Fabrication Plans
- Talos I
- Air Mixture Regulator (2 Mineral Materials, 1 Synthetic Material)
- Air Mixture Regulators are a part of the atmosphere processing aboard Talos I.
- Anti-Rad (1 Organic Materials)
- "A container of pills that remove accumulated radiation and radiation sickness."
- The Anti-Rad reduces accumulated radiation level as well as the radiation sickness status.
- Material Yield
- Artax Propulsion System (1 Synthetic Material, 1 Mineral Material)
- Artax Propulsion System is a craftable tool on Talos I and on Pytheas.
- Artax Propulsion System is a zero g propulsion device that lets Morgan explore the space outside the station. The device can be crafted at any Fabricator on the station.
- The Artax Propulsion System’s main use is as a means of propulsion in zero-g environments. It allows the wearer to effectively fly in these locations, offering a full three-dimensional range of movement and the ability to rotate “upside-down”.
- The Artax Propulsion System also features a boost ability (the jet pack equivalent of sprinting) which can be used at full speed in any horizontal direction (the ascend/descend functions don’t benefit from this). However, care should be taken when boosting, as high-speed collisions with large objects and surfaces will damage Morgan.
- It also has value in normal-gravity zones: it can break a dangerous fall, and can be used to “glide” across gaps which would otherwise be too wide to jump.
- The APS has two possible upgrades. The ARTX Propulsion Gen 1 chipset increases the APS’s glide speed and duration in normal-g, and raises its maximum boost speed in zero-g; and the Gen 2 upgrade adds a jet boost ability to it, which increases the initial upward thrust in normal-g areas.
- Disruptor Stun Gun (2 Synthetic Materials, 1 Mineral Materials) (Can yield another 200 batteries each production)
- The RSV-77 Neuroelectric Disruptor, colloquially known as the Disruptor or simply the Stun Gun, is a weapon found on Talos I and on Pytheas.
- This Throne Tactical handheld electroshock weapon immobilizes both humans and machines with a short range electric current. It also stuns Typhon for a short period of time.
- Stats
- Power (Stun time): 4s, 4.5s, 5.25s, 6.25s, 7.5s, 9s
- Range: 7.5m, 10m, 12.5m, 15m
- Shots: 4, 5, 7, 10, 15
- A full clip is always 100 ammo, so by upgrading the "Shots" stat, you not only increase the number of shots per clip, but also decrease the ammo cost per shot, from 25 down to 7.
- Recharge Rate: 1.5s, 1.25s, 1s, 0.75s, 0.5s, 0.25s
- Material Yield
- 0.3 Mineral Materials
- 0.3 Synthetic Materials
- Dismantle Results
- Disruptor Batteries (2 Synthetic Materials, 2 Mineral Materials) (ammo for Disruptor Stun Gun, 150 batteries each production)
- EMP Charge (2 Synthetic Materials, 1 Mineral Material)
- "The EMP Charge emits a large burst of electromagnetic energy. Highly effective against robots, turrets and other electrical-based entities."
- An EMP charge is grenade-type tool found on Talos I and Pytheas.
- The EMP charge emits a electromagnetic pulse that temporarily disrupts any nearby electronics, including the user's. This effect lasts only for 10 seconds, after which the affected machinery becomes operational again. They have no effect on entities that do not possess electronics, other than potentially alerting them of the user's presence.
- Material Yield
- 0.5 Mineral Materials
- 0.5 Synthetic Materials
- Dismantle Results
- Huntress Boltcaster (2 Synthetic Materials) (Can also yield another 20 Bolts each Production)
- The Huntress Boltcaster is a harmless "weapon" found on Talos I.
- The Huntress Boltcaster is a plastic toy crossbow that can be found on Talos I. It feeds from a 10-round detachable magazine and fires safe Nerf-style foam darts that deal no damage to Typhon or machinery, and sometimes make a squeaky sound on impact or when picked up. This can be used to attract the attention of enemies, as well as for remotely opening/closing doors or interacting with workstations.
- Material Yield
- Dismantle Results
- FlexiFoam Bolts (1 Synthetic Material) (ammo for Huntress Boltcaster, 10 bolts each production)
- GLOO Canister (2 Organic Materials, 2 Mineral Materials) (ammo for GLOO Cannon, 84 ammo (two canisters) each production)
- The FlexiFoam Bolt is ammunition for the Huntress Boltcaster. The FlexiFoam Bolt itself seems to be indestructible. It can suffer multiple explosions from Cystoids, and can be retrieved to be used again. 50 bolts can stack in one Inventory Square.
- GLOO Cannon (3 Synthetic Materials, 3 Mineral Materials) (Can Yield another 84 ammo each Production)
- The Gelifoam Lattice Organism Obstructor, or GLOO Cannon for short, is a tool found on Talos I and Pytheas.
- The GLOO Cannon is a versatile tool which shoots gelifoam, a quickly hardening, flame retardant, non-conductive, glue-like foam that expands as it hardens. Each GLOO canister it uses as ammunition contains 42 compressed balls of gelifoam. The tool can be used for trapping foes where they stand, covering exposed flaming pipes and surging electrical boxes, or providing an interesting new path.
- Stats
- Incapacitation Rate: 100%, 120%, 150%, 180%, 225%
- Handling: 33%, 45%, 60%, 75%
- Range: 9m, 12m, 15m, 18m, 21m, 24m
- Reload Speed: 100%, 120%, 145%, 175%
- Material Yield
- 1.5 Mineral Materials
- 1 Synthetic Material
- Dismantle Results
- Medkit (2 Organic Materials, 1 Synthetic Material, 1 Mineral Material)
- "An auto-diagnosing first aid kit to recover from minor injuries."
- A Medkit restores 30 health points to Morgan Yu. This can be increased to 45 by the Neuromod Physician I, and 90 by Physician II.
- Material Yield
- 0.1 Organic Materials
- 0.1 Mineral Materials
- 0.1 Synthetic Materials
- Shotgun (2 Synthetic Materials, 3 Mineral Materials) (8 Bullets each Production)
- The Throne S4 Tactical Combat Shotgun is a pump-action close-quarters weapon found on the Talos I orbital research station and on Pytheas station.
- Stats
- Firepower: 41, 45, 49, 54, 60, 66
- Recoil: 100%, 75%, 50%, 10%
- Ammo Capacity: 4, 5, 6, 8, 10
- Reload Speed: 100%, 120%, 145%, 175%
- Material Yield
- 1.0 Mineral Material
- 0.25 Synthetic Materials
- Dismantle Results
- Shotgun Shells (2 Synthetic Materials, 3 Mineral Materials) (Ammo for Shotgun, 12 Bullets each production)
- Silenced Pistol (1 Synthetic Material, 2 Mineral Materials) (30 ammo each production)
- The TranStar PPN-8 Personal Defense Sidearm, also known as the Silenced Pistol, is a ranged weapon found on Talos I and on Pytheas.
- Stats
- Firepower: 8, 9, 11
- Magazine Capacity: 15, 17, 20, 23, 27
- Range: 15m, 20m, 25m, 30m, 35m
- Accuracy: 60%, 65%, 70%, 75%, 80%, 85%
- Material Yield
- 0.75 Mineral Materials
- 0.25 Synthetic Materials
- Dismantle Results
- Artemis Golden Pistol
- The Artemis Golden Pistol's firepower is higher compared to the standard Pistol, but it is otherwise just a reskin of the Silenced Pistol.
- Stats
- Firepower: 10, 12, 13
- Magazine Capacity: 15, 17, 20, 23, 27
- Range: 15m, 20m, 25m, 30m, 35m
- Accuracy: 60%, 65%, 70%, 75%, 80%, 85%
- Material Yield
- 1.0 Mineral Material
- 0.3 Synthetic Materials
- Dismantle Results
- 9mm Bullets (1 Synthetic Material, 3 Mineral Materials) (ammo for Silenced Pistol, 30 bullets each production)
- Morgan's Arming Key (1 Mineral Material)
- "Morgan Yu's Arming Key. Used to prime the Talos I Superforge reactor for self-destruct. Must be used in conjunction with Alex Yu's Arming Key."
- Neuromod (1 Organic Material, 2 Synthetic Materials, 2 Mineral Materials. 3 Exotic Materials)
- ""What is the Neuromod?" Well, it's both an easy answer - and a complicated one at the same time. It is the future - today. And more importantly... our past. Today."
- A Neuromod, short for Neural Modifier, is a tool developed by TranStar that lets Morgan upgrade their abilities.
- Neuromods change the structure of the user's brain based on a template scanned from someone with the relevant skills referred to as a neural map or "connectome"; for example, a Neuromod created from a scan of a concert pianist will allow the user to have all the skills that pianist had and play as if they had always known how to. These scans can even be gathered from individuals no longer able to perform the actions themselves, and many of the volunteers for the program are in such a state, seeing having their brain scanned as allowing their skills to live on in others.
- The scanned synaptic pattern is then used to construct the Neuromod itself. The device consists of a pistol-like injector which has two long needles which seem to enter around the orbit of the eyeball, and an emitter in line with the middle of the eyeball. The serum injected by the needles affects either the optic nerve or the visual cortex, priming the brain for reprogramming. The Neuromod then produces a "map" of the user's brain, compares this to the desired synaptic pattern, and then extrapolates the changes required to create a match: in essence, it creates a version of the brain scan that already knows the desired knowledge, and then rebuilds the brain to match it.
- Extracting a Neuromod resets the brain to the state it was in before the Neuromod was applied, meaning not only the loss of the desired skill, but also the loss of all memories obtained in the period of time since the Neuromod was installed. This can result in drastic changes to the user's personality, a result of the loss of potentially years of experience.
- A degenerative condition known as "Paraplexis", or more colloquially as "white noise", is known to prevent installation of Neuromods. TranStar has also elected not to create connectome scans from individuals with Paraplexis or use existing ones, citing "unspecified risks." One possible reason for this is that being a neurological disorder, the disease would actually be replicated in the recipient of a Neuromod made from a scan of a sufferer. Neuromods also cannot be installed if the subject is currently suffering the effects of a concussion.
- Nullwave Transmitter (2 Synthetic Materials, 1 Mineral Material, 1 Exotic Material)
- A Nullwave Transmitter is grenade type weapon found on Talos I and Pytheas.
- The Nullwave Transmitter emits a blast that will squelch the psionic abilities of anyone caught in it for up to 20 seconds. Humans caught in its radius have their psionic potential nullified for 10 seconds or less, and affected typhon have their psionic potential nullified for approximately 20 seconds.
- Material Yield
- 0.54 Mineral Materials
- 0.54 Synthetic Materials
- 0.27 Exotic Materials
- Dismantle Results
- Psi Hypo (1 Organic Material, 1 Mineral Material, 1 Exotic Material) 2 Psi Hypo each production
- "A psychostimulant that increases the psychic potential of an individual when injected."
- A Psi Hypo restores 60 psi points to Morgan Yu. This can be increased to 90 by the Neuromod Neurostimulant I, and 120 by Neurostimulant II.
- Material Yield
- 0.5 Mineral Materials
- 0.2 Synthetic Materials
- Portable Turret (3 Synthetic Materials, 3 Mineral Materials)
- Turrets are portable, autonomous machine gun systems that attack enemies in a set arc to their front. They use built-in Psychoscope technology that allows them to distinguish humans from Typhon organisms. Their default IFFs identify entities that have above a specific amount of Typhon (neurologically active exotic) material as foes, and those under the threshold as friends. Their psychoscopes do not seem to have any particular chipsets installed.
- Q-Beam Cells (3 Synthetic Materials, 3 Mineral Materials) 200 Cells each Production
- Q-Beam (3 Synthetic Materials, 3 Mineral Materials) (Can yield 200 Cells each Production)
- "The Q-Beam fires a concentrated beam of unstable particles that eventually cause a target to explode."
- The TS-QPB-S11 Quasiparticle Beam Emitter, also known as the Q-Beam, is an experimental weapon found on Talos I and on Pytheas.
- Stats
- Power: 50kw, 55kw, 60kw, 66kw, 71kw, 75kw
- Handling: 15%, 30%, 50%, 75%
- Normal walking speed while wielding it
- Firing Time: 5s, 5.6s, 6.7s, 8s, 10s
- Time needed to expend Power Cell
- Reload Speed: 100%, 120%, 145%
- Material Yield
- 1.5 Mineral Materials
- 1.5 Synthetic Materials
- Dismantle Results
- Recycler Charge (1 Synthetic Material, 2 Mineral Materials)
- A Recycler Charge is grenade-type weapon found on Talos I and on Pytheas.
- A Recycler Charge is a special grenade that creates a temporary field that resembles a naked singularity. During the attraction phase, the singularity draws nearby matter into itself. When the attraction phase ends, no more matter is drawn into the singularity, and the expulsion phase begins. During the expulsion phase, a manipulation of quantum gravity then greatly lessens and reverses the gravitational pull of the singularity, which leads to a good part (but not all) of the previously absorbed matter to be repulsed from the singularity as chunks of crafting resources. The device is basically a portable, lower-yield single-use Material Recycler.
- Material Yield
- 0.5 Mineral Materials
- 0.5 Synthetic Materials
- Dismantle Result
- Suit Repair Kit (2 Synthetic Materials)
- Suit Repair Kits are an item in Prey used to repair a players Transtar uniform. The repair Neuromods increase the damage they repair to 30 points with repair 2 and 45 points with repair 3. When the uniform is damaged it offers decreased damage reduction and will leak air when in a vacuum when using survival mode.
- Typhon Lure (1 Synthetic Material, 2 Mineral Materials, 1 Exotic Material)
- A Typhon Lure (a.k.a Nightlight) is grenade-type tool found on Talos I and Pytheas.
- A typhon lure emits a 20-second-long psycholuminescent signal that draws nearby typhon, corrupted operators, and mind-controlled humans to it, and can keep their attention trained on it either for as long as it lasts or until they are attacked. It has no effect on typhon gates or hostile turrets.
- Material Yield
- 0.5 Synthetic Materials
- 0.5 Exotic Materials
- Dismantle Result
- Weapon Upgrade Kit (3 Mineral Materials, 3 Synthetic Materials)
- "A programmable weapon modification device. Requires Gunsmith or Lab Tech ability for advanced upgrades."
- Material Yield
- 0.5 Mineral Materials
- 0.2 Synthetic Materials
- Wrench (2 Mineral Materials)
- "The Hephaestus "Heffy" Twist & Loop Handle Wrench is standard issue for all maintenace personnel employed in TranStar facilities. Good for liberal application of percussive maintenance and mechanical agitation."
- Damage: 10-20 (unmodified).
- Can be upgraded to possess psi-nullifying properties
- Material Yield
- Dismantle Result
- Pytheas
- Brained Pills (1 Mineral Material)
- "Pills that clear your mind and remove the effects of concussion trauma."
- The Brained Pills instantly remove concussion status when taken.
- Material Yield
- 0.05 Organic Materials
- 0.05 Mineral Materials
- 0.05 Synthetic Materials
- Coagulating Gel (1 Synthetic Material)
- "A gel that closes wounds and clears the hemorrhage trauma."
- The Coagulating Gel instantly removes hemorrhage status when taken.
- Material Yield
- 0.05 Organic Materials
- 0.05 Mineral Materials
- 0.05 Synthetic Materials
- Dermaweb Skin Graft (1 Organic Materials)
- "A web of synthetic skin used to heal burn trauma."
- The Dermaweb Skin Graft instantly removes burn status and restores 3 health points when taken.
- Material Yield
- 0.05 Organic Materials
- 0.05 Mineral Materials
- 0.05 Synthetic Materials
- Skeletal Repair Kit (1 Mineral Materials)
- "A collagen construction kit to repair broken bones and remove fracture trauma."
- The Skeletal Repair Kit instantly removes fracture status when taken.
- Material Yield
- 0.05 Organic Materials
- 0.05 Mineral Materials
- 0.05 Synthetic Materials
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- Operator
| Fabricates Operators depending on type. Military Operators can be constructed at any Operator Fabricator. |
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TranScribe
Spoiler
- "A handled personal data assistant and communication device issued to all TranStar employees."
- A TranScribe is a communication device used on Talos I and on Pytheas.
- A TranScribe is a portable communication device developed by TranStar. The device is capable of voice chat, email, station navigation and inventory management. A Transcribe has an expandable LCD display that lets Morgan access maps, inventory, Neuromod installs and other forms of communication.
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Typhon Gate
Spoiler
- Typhon Gates are a piece of technology found at the Pytheas moonbase.
- Typhon Gates are a special piece of technology created to stop Typhon from entering areas of the moonbase. These Gates are erected at the entrances of the three main sites on Pytheas and in certain other locations such as escape pod bays, and will lock them down with a powerful forcefield if Typhon are detected nearby. On doing so, the sensor unit will turn red and drop down: it is green if the system is inactive.
- The Gates use the same criteria as a Turret, and so will lock down on detecting any Typhon organism in their search area or any player character with more than two Typhon-based Neuromod abilities. If they are locked down, the player character can interact with the panel on their front to highlight all Typhon that are causing the lockdown, even if they are concealed Mimics. If the player character is one of the causes of the lockdown, the message "you are a Typhon" will appear.
- Being machines, the gates can be temporarily forced offline with electrical elemental damage or EMP effects directed at the sensor unit. Voltaic Phantoms and Voltaic Mimics are quite happy to use their powers to bypass the gates as well, though for some reason Technopaths cannot do so.
- Forcefields will only detect Typhon on the side of the gate that the sensor unit is on: thus, they will not lock down for a player character with the Typhon status until that character has already walked through them. On the "inside" there is always a button to temporarily shut off the field, which will provide a spoken countdown before it re-activates.
- Since the forcefields are transparent, Andrius Alekna can use his Burrow ability to pass right through them.
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Typhon Tower
Spoiler
- Massive structure built and tested at Pytheas Base.
- When activated, wipes out all Typhon lifeforms, and Humans who possess too many Typhon Neuromods, within its area of effect.
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Mass Driver
Spoiler
- The Mass Driver is a space cannon and a location within MoonWorks.
- The Mass Driver is a massive space gun located within the MoonWorks section of the Pytheas moonbase, where it is used to fire off cargo containers into space for delivery to Talos I and Earth.
- The Mass Driver operates by loading cargo crates from the Refinery into its shaft far below in the Central Mine and then manually firing them off by means of a human operator.
- The Mass Driver floor, a circular platform surrounding the cannon located above the Central Mine, exists primarily to service and maintain the Mass Driver. However, control of Harvester mining operations was also overseen here by Ai Mizuki and Shea Allen. Their offices are found on this floor, as well as the locked Harvester Fueling Station, the keycard to which is found in a Harvester that can be tracked using Ai Mizuki's bracelet.
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